Hello World!


Welcome to the devlog of my ~currently unamed~ game.

It's still has a long way to go but I realized I also did a whole bunch of stuff already and all of that work went unregistered, so I believe it's time to start logging it.

Currently, the game has:

  • Dungeon Generation, using sets of premade tiles, and different configurations (maze-like, serpentine, short caps, etc) with sorting for exits and treasure rooms that spawn locked and require common keys to access. 
  • Basic key&lock mechanics that gate access to the exit until a boss key item is found, along with interactable gates at each doorway.
  • Pots and chests with spawn rates and drop pools, to provide consumables and key items
  • Traps that trigger on proximity or are always dangerous.
  • A Minimap that shows the basic layout of the rooms around the player, as well as points of interest like chests and locked doors.
  • A Z-Targetting system that focus the camera on a specific enemy based on a series of priorites like being right in front of the player, being the nearest, etc, allowing the player to strafe around them, as well as jump between any available enemy.
  • A third person character that interacts with certain objects, collects items from the ground, runs, strafes, jumps (and double jumps), as well as omni-directional dodging that provides a short interval of invulnerability.
  • Enemies with very basic AI that either rush the player and spam attacks or keep their distance and block, waiting for an opportunity.
  • A vast pool of equipment that spawns on enemies based on drop pools, as well as being available from the start menu, including short range weapons like clubs and daggers, through midrange swords and maces all the way to long greatswords and halberds, as well as ranged weapons in the form of bows and a crossbow, each with their own animations and damage.
  • Magic wands, with semi implemented effects but no functionality.
  • ...And a combat system with blocking, aiming, light & heavy attacks and a downward thrust.

Most of the systems already implemented are either a sketch of their final forms and/or still with a lot of bugs to iron out, but we will get there.

A brief list of features and corrections to be implemented soon:

  • Fully Fledged Combat System, using your weapons and shields' weight to limit how much can you block and dodge, along with a final pass on the control schemes (specially for keyboard).
  • Complete Inventory System with drops and pickups, as of right now I'm kinda bypassing it to equip equipment directly from the database in order to playtest.
  • Items, consumables, utility, projectiles, bombs etc. Stuff to drop on the ground and be picked up, as well as be thrown away or used.
  • Models and Animation revamp, to leave free assets behind and start focusing on the equipments and characters that will actually be in the demo. Using a large array of stuff until now was nice to playtest and refine animations and positions but now it's time to start making some.
  • actually, a Demo! A handcrafted short level with proper encounter and level design, as well as updated art and fully functioning combat and inventory system, so that people can have a sample experience of solving a dungeon, fighting enemies and dropping loot.

As soon as I get the demo done I'll get back to working on long term features like the level design for the first full dungeon as well as better algorithms for its generation and placement of content.

As of now, the build doesnt have the dungeon generator active, just a test room, since I'm mostly working on core mechanics independent of the level design but as soon as I get those straight I'll upload a new build with an available generator for the player to mess around the rooms.

For now, thanks to everyone that supported me and helped this project get so far and... lets work hard in getting that demo out!

Files

0.1.rar 50 MB
Mar 08, 2019

Get Through Dungeons Deep

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